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VideoConfig: Drop force vertex/pixel ubershader settings
This was mainly included for debugging, but could end up being confusing for users, as well as polluting the GL program cache with a mix of uber and specialized shaders if the option was changed.
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@ -385,20 +385,15 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
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// Ubershader fallback?
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bool uber_vertex_shader = use_ubershaders || g_ActiveConfig.bForceVertexUberShaders;
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bool uber_pixel_shader = use_ubershaders || g_ActiveConfig.bForcePixelUberShaders;
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bool using_ubershaders = uber_vertex_shader || uber_pixel_shader;
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// Switching to/from ubershaders? Have to adjust the vertex format and pipeline layout.
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if (using_ubershaders != m_using_ubershaders)
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if (use_ubershaders != m_using_ubershaders)
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{
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m_using_ubershaders = using_ubershaders;
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m_using_ubershaders = use_ubershaders;
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UpdatePipelineLayout();
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UpdatePipelineVertexFormat();
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}
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if (uber_vertex_shader)
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if (use_ubershaders)
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{
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UberShader::VertexShaderUid uber_vs_uid = UberShader::GetVertexShaderUid();
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VkShaderModule vs = g_shader_cache->GetVertexUberShaderForUid(uber_vs_uid);
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@ -408,9 +403,7 @@ bool StateTracker::CheckForShaderChanges(u32 gx_primitive_type)
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m_pipeline_state.vs = vs;
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changed = true;
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}
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}
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if (uber_pixel_shader)
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{
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UberShader::PixelShaderUid uber_ps_uid = UberShader::GetPixelShaderUid();
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VkShaderModule ps = g_shader_cache->GetPixelUberShaderForUid(uber_ps_uid);
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if (ps != m_pipeline_state.ps)
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